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https://github.com/ZDoom/Raze.git
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- preparations for passing palette lookup textures through the low level texture code.
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parent
b907791558
commit
b753ea5db7
8 changed files with 104 additions and 79 deletions
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@ -91,7 +91,7 @@ class FGameTexture
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SpritePositioningInfo* spi = nullptr;
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ISoftwareTexture* SoftwareTexture = nullptr;
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FMaterial* Material[4] = { };
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FMaterial* Material[5] = { };
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// Material properties
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FVector2 detailScale = { 1.f, 1.f };
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@ -29,6 +29,13 @@
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#include "c_cvars.h"
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#include "v_video.h"
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static IHardwareTexture* (*layercallback)(int layer, int translation);
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void FMaterial::SetLayerCallback(IHardwareTexture* (*cb)(int layer, int translation))
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{
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layercallback = cb;
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}
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//===========================================================================
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//
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// Constructor
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@ -42,8 +49,9 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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auto imgtex = tx->GetTexture();
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mTextureLayers.Push({ imgtex, scaleflags, -1 });
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if (tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0)
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if ((tx->GetUseType() == ETextureType::SWCanvas && static_cast<FWrapperTexture*>(imgtex)->GetColorFormat() == 0) || (scaleflags & CTF_Indexed))
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{
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mTextureLayers[0].scaleFlags |= CTF_Indexed;
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mShaderIndex = SHADER_Paletted;
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}
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else if (tx->isHardwareCanvas())
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@ -57,74 +65,74 @@ FMaterial::FMaterial(FGameTexture * tx, int scaleflags)
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}
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else
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{
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if (tx->isWarped())
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if (tx->isWarped())
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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}
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// Note that the material takes no ownership of the texture!
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else if (tx->Normal.get() && tx->Specular.get())
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{
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for (auto& texture : { tx->Normal.get(), tx->Specular.get() })
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{
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mShaderIndex = tx->isWarped(); // This picks SHADER_Warp1 or SHADER_Warp2
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mTextureLayers.Push({ texture, 0, -1 });
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}
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// Note that the material takes no ownership of the texture!
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else if (tx->Normal.get() && tx->Specular.get())
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
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{
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for (auto& texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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{
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for (auto &texture : { tx->Normal.get(), tx->Specular.get() })
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{
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_Specular;
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}
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else if (tx->Normal.get() && tx->Metallic.get() && tx->Roughness.get() && tx->AmbientOcclusion.get())
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{
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for (auto &texture : { tx->Normal.get(), tx->Metallic.get(), tx->Roughness.get(), tx->AmbientOcclusion.get() })
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{
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_PBR;
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mTextureLayers.Push({ texture, 0, -1 });
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}
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mShaderIndex = SHADER_PBR;
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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auto placeholder = TexMan.GameByIndex(1);
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if (tx->Brightmap.get())
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{
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Detailmap.get())
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{
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mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Glowmap.get())
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{
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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// Note that these layers must present a valid texture even if not used, because empty TMUs in the shader are an undefined condition.
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tx->CreateDefaultBrightmap();
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auto placeholder = TexMan.GameByIndex(1);
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if (tx->Brightmap.get())
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{
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mTextureLayers.Push({ tx->Brightmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Brightmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Detailmap.get())
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{
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mTextureLayers.Push({ tx->Detailmap.get(), 0, CLAMP_NONE });
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mLayerFlags |= TEXF_Detailmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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if (tx->Glowmap.get())
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{
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mTextureLayers.Push({ tx->Glowmap.get(), scaleflags, -1 });
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mLayerFlags |= TEXF_Glowmap;
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}
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else
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{
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mTextureLayers.Push({ placeholder->GetTexture(), 0, -1 });
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}
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auto index = tx->GetShaderIndex();
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if (index >= FIRST_USER_SHADER)
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auto index = tx->GetShaderIndex();
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if (index >= FIRST_USER_SHADER)
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{
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const UserShaderDesc& usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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{
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const UserShaderDesc &usershader = usershaders[index - FIRST_USER_SHADER];
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if (usershader.shaderType == mShaderIndex) // Only apply user shader if it matches the expected material
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for (auto& texture : tx->CustomShaderTextures)
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{
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for (auto &texture : tx->CustomShaderTextures)
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{
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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}
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mShaderIndex = index;
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if (texture == nullptr) continue;
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mTextureLayers.Push({ texture.get(), 0 }); // scalability should be user-definable.
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}
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mShaderIndex = index;
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}
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}
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}
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mScaleFlags = scaleflags;
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mTextureLayers.ShrinkToFit();
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@ -149,12 +157,25 @@ FMaterial::~FMaterial()
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//
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//===========================================================================
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IHardwareTexture *FMaterial::GetLayer(int i, int translation, MaterialLayerInfo **pLayer) const
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IHardwareTexture* FMaterial::GetLayer(int i, int translation, MaterialLayerInfo** pLayer) const
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{
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auto &layer = mTextureLayers[i];
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if (pLayer) *pLayer = &layer;
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if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
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if (mShaderIndex == SHADER_Paletted && i > 0 && layercallback)
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{
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static MaterialLayerInfo deflayer = { nullptr, 0, CLAMP_XY };
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if (i == 1 || i == 2)
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{
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if (pLayer) *pLayer = &deflayer;
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//This must be done with a user supplied callback because we cannot set up the rules for palette data selection here
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return layercallback(i, translation);
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}
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}
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else
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{
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auto& layer = mTextureLayers[i];
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if (pLayer) *pLayer = &layer;
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if (mShaderIndex == SHADER_Paletted) translation = -1;
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if (layer.layerTexture) return layer.layerTexture->GetHardwareTexture(translation, layer.scaleFlags);
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}
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return nullptr;
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}
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@ -169,6 +190,7 @@ FMaterial * FMaterial::ValidateTexture(FGameTexture * gtex, int scaleflags, bool
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{
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if (gtex && gtex->isValid())
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{
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if (scaleflags & CTF_Indexed) scaleflags = CTF_Indexed;
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if (!gtex->expandSprites()) scaleflags &= ~CTF_Expand;
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FMaterial *hwtex = gtex->Material[scaleflags];
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@ -30,6 +30,8 @@ class FMaterial
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int mScaleFlags;
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public:
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static void SetLayerCallback(IHardwareTexture* (*layercallback)(int layer, int translation));
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FGameTexture *sourcetex; // the owning texture.
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FMaterial(FGameTexture *tex, int scaleflags);
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@ -12,9 +12,9 @@ enum ECreateTexBufferFlags
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CTF_Expand = 1, // create buffer with a one-pixel wide border
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CTF_Upscale = 2, // Upscale the texture
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CTF_CreateMask = 3, // Flags that are relevant for hardware texture creation.
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CTF_ProcessData = 4, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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CTF_CheckOnly = 8, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
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CTF_Indexed = 16 // Tell the backend to create an indexed texture.
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CTF_Indexed = 4, // Tell the backend to create an indexed texture.
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CTF_ProcessData = 8, // run postprocessing on the generated buffer. This is only needed when using the data for a hardware texture.
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CTF_CheckOnly = 16, // Only runs the code to get a content ID but does not create a texture. Can be used to access a caching system for the hardware textures.
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};
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class FHardwareTextureContainer
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@ -527,17 +527,15 @@ outl:
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IHardwareTexture* FTexture::GetHardwareTexture(int translation, int scaleflags)
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{
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//if (UseType != ETextureType::Null)
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int indexed = scaleflags & CTF_Indexed;
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if (indexed) translation = -1;
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IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
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if (hwtex == nullptr)
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{
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IHardwareTexture* hwtex = SystemTextures.GetHardwareTexture(translation, scaleflags);
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if (hwtex == nullptr)
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{
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hwtex = screen->CreateHardwareTexture(4);
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SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
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hwtex = screen->CreateHardwareTexture(indexed? 1 : 4);
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SystemTextures.AddHardwareTexture(translation, scaleflags, hwtex);
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}
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return hwtex;
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}
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return nullptr;
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return hwtex;
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}
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@ -393,7 +393,6 @@ static void G_SetupCamTile(int spriteNum, int tileNum, int smoothRatio)
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screen->RenderTextureView(canvas, [=](IntRect& rect)
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{
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// Beware! Apparently this is allowed to render to the camera itself. Breakage is basically guarenteed...
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if (VM_OnEventWithReturn(EVENT_DISPLAYROOMSCAMERATILE, spriteNum, screenpeek, 0) != 1)
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{
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yax_preparedrawrooms();
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@ -78,7 +78,8 @@ bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int sa
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SetBasepalTint(texpick.basepalTint);
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auto &mat = renderState.mMaterial;
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mat.mMaterial = FMaterial::ValidateTexture(tex, 0); // todo allow scaling
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int flags = hw_useindexedcolortextures ? CTF_Indexed : 0;
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mat.mMaterial = FMaterial::ValidateTexture(tex, flags); // todo allow scaling
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mat.mClampMode = sampler;
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mat.mTranslation = texpick.translation;
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mat.mOverrideShader = 0;
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@ -1577,7 +1577,10 @@ OptionValue GPUSwitch
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OptionMenu VideoModeMenu //protected
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{
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Title "$VIDMNU_TITLE"
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// does not work yet.
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//Option "$VIDMNU_PREFERBACKEND", "vid_preferbackend", "PreferBackend"
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//StaticText " "
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Option "$VIDMNU_FULLSCREEN", "vid_fullscreen", "YesNo"
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IfOption(Mac)
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